LD20 April 29–May 2, 2011

I think I’m way behind

I’ve just now gotten a proof of concept tile engine scrolling around. It doesn’t draw any characters or do any collision yet. I think I should have done this first, not the title screen, lol.

Damnit Tubby

Why’d you have to snap it in half Tubby. Seriously?

Abolishment!

Success! The protagonist has been turned away from his sheep-sodomizing ways and finally rides his trusty steed into – and over – battle.

Made some music in musagin that refuses to export – wasted an hour there, but see where it comes back.

Currently: zombie AI (they need to learn that falling encompasses moving downwards), weapon collisions, cutscene delays and health.

EDIT: Wrong pic.

Comments

SonnyBone
30. Apr 2011 · 23:23 UTC
lololol

Banananana

Trippy Banananana title

It was kinda hard to decide what I would do with this theme because it was really not my favorite. But after watching some videos on the internet I got an idea. A banana. In your ear.
The game is still a far from finishing and I need to work on school projects tomorrow so I can’t join the competition but I try my best to get at least to the jam.

Trippy Banananana screenshot

Avarice

Our jam game is called Avarice and it’s taken a while to get the fundamentals down, but it’s starting to take shape. Some of this screenshot is mocked up but most of it isn’t. Most of what you see on screen isn’t where player interaction happens, but we’re working on this part first because it’s the biggest technical challenge. We’re looking forward to getting it done!

Flea Bitten – improved flea AI and capabilities

Core gameplay mechanisms are getting closer to done -- fun begins shortly!


I spent a little time with the flea jumping, and although it’s still not exactly what I want, it’s getting closer. I think I want them to be just a little more frantic. But.. this will do for now.

here’s the latest demo :
Use left/right arrows to move, and click to add more fleas.
Flea Bitten Demo

I also got them to use the slopes, so you are no longer from them again. I added what look like little yellow cookies to you maybe – you ravenous developers with all your baked goods – but they are placeholder art for birds…planes.. and things that might be in the air. As you can see, if given the chance they will use them to propel themselves further into the air!

Fleas if given the chance will seek prey at higher altitudes

Now I am going to move on to the aiming/launching of your little friends. You might have thought that the dude you move around is looking to get away from these fleas. But quite to the contrary, his goal will to infest other things with his little friends. So the next update should have the ability to aim/launch fleas. I believe this is where the game will really start to take shape as I see it in my head.

I’m probably going to want a good 2-3 hours at the end to just focus on artwork. So my goal is to get as many gameplay mechanisms into the game tonight. Possibly a little bit of enemy ai. The introduction of breeding/eggs will have to wait for tomorrow.

I need more beer… I have 2 bottles left in the game dev bunker, and this is not a good thing. I can see it causing major damage to the project. I severely underestimated the amount of beer I could drink in this type of a situation.

Not good…

So far I’ve been trying to rewrite some example tiling and level code I made before the compo. And since I didn’t want to cheat and look at it, I’ve encountered some bizarre bugs that I didn’t have before. Well, I’ll have to do some serious coding tomorrow.

Maybe I should enter the Jam instead.

Comments

tnelsond
01. May 2011 · 00:49 UTC
Ok, I’m entering the Jam instead of the 48 hour compo.

IRC

Awesome
For the 2nd time my IP got blocked from IRC for no reason

Comments

01. May 2011 · 01:59 UTC
Check here:

demo playable

Hey guys – have been coding for more than 22 hours in a row now (not counting eating, etc.), so it’s time for some sleep. What I’ve done so far is here: may contain blood – depending on your skills 😉

Oh – and if anyone could beat level 4 – let me know. Because it was too hard for me XD

Tomorrow I will add trigger to do events, possibly more enemies (bigger ones), more levels and sound. Good night @ all

Comments

tnelsond
30. Apr 2011 · 23:58 UTC
On my computer it sorta works, I really have to mash the wasd buttons and click to get the screen to update to where I can see the bird moving. And I keep dying when I fly to the right. Is this all because I’m using suckless’ surf web browser?
Alan Lynn
01. May 2011 · 00:18 UTC
Here are some suggestions I think would improve the game significantly:

-Shoot on mouse down, not mouse up. (More immediate response)

-Hold the mouse button down to shoot repeatedly. (Much less clicking)

-Don’t let an enemy shoot at you unless you can see it. (Less “unfair”)

-Make early enemies bigger and/or slower and/or non-attacking. (More gradual learning curve)
Fenmar
01. May 2011 · 05:23 UTC
thank you – it’s much appreciated

Good Enough. Who Wants to Move Anyways?

Well, I finally got a *functional* movement system. Mostly. Except for a little. Or a lot. In any case, I’ve wasted FAR too much time on the movement. I mean, look at what the graphics are:

Pretty bad. I also have to create maps for this, which is gonna be pretty annoying. More content to generate. Ugh… I really should have put more effort into thinking before I developed, because I don’t think I chose my best idea, in terms of a game. Then, I chose to have a system based on lines. I did not realize that I could just do a discrete grid, and that would be equally good. In fact, that would’ve been BETTER because I could have done work on things that weren’t movement. Oh well. It’s better to have this than nothing. Well, I gotta get back to writing code so that I can actually have a product, however bad.

Doggy Business…

Even dogs in video games need to do their business:

 

I know it doesn’t look like much, but I’m having a blast doing this.

Comments

01. May 2011 · 01:43 UTC
That pic made me realize just how bad I have to quit looking at XXX movies! There’s something about, at a quick glance…

Uh Oh

 

I’m getting too ambitious again.

Thar be enemies

After a slight roadblock because I didn’t test my “new” font code as well as I thought I did, I got more gameplay basics in there.

And also there are enemies. And they can hurt you. Woo. But there’s still no way to fight back. And only one map screen. And I’m starting to fall asleep.

Gonna be a busy day tomorrow if I am to finish this.

8

This entry was posted on Saturday, April 30th, 2011 at 11:51 pm and is filed under LD #20 - It's Dangerous to go Alone! Take This!. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Isolation – Update

Just over 24 hours to go!

I’ve just about finished the tutorial level, and am now working on the store that players access mid-way between 2 levels, where they can purchase items with the money that they get during the level.

Today’s Tasks:

* Finish random level generation (Add complexity as level ID increases)
* Store
* More Enemy Types
* Cover System

I’d post a screenshot… but not much has changed in that area since last time 😀

Dinner

But no show… well there is a show, just don’t want to show it yet.

You’ll understand later.

A somewhat delayed update

I’ve been lagging behind on my blog posts – I’m about three progress shots behind, I’ll have to catch up tomorrow as it’s 3am here.

NPCs! Shame that they're mute at the moment...

A new face appears

Here you’ll see Cage Grin, a salesman who just sold our hero a new suit of Scale Mail for one billion ruples.

 

The trick of the game, of course, is trying to avoid buying the armor. Something you’ll find it very tricky to do.

Checkpoint. Your progress has been saved…

Sitting here at the 24 hour mark, and things look to be way ahead of schedule.. which is odd.

Stuff EVERYWHERE.

What we have is a polarity shmup. Most of the vastly different ideas got canned due to balance issues, but I’m still tweaking it a bit. Currently later levels introduce blue ships which can’t be absorbed.

I got a bit ahead of schedule so I’m adding unplanned boss stages in now, which are turning out to be quite fun and very challenging. General polish should be easy to meet and some has already been started. I’ve been going at a fairly relaxed pace too. Overall its a nice change from last year, and makes it far more enjoyable when I’m not frantically looking up documentation every 30 seconds :)